﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "Sprites/Sprite3D-Unlit"
{
	Properties
	{
		_MainTex("Sprite Texture", 2D) = "white" {}
		_Color("Tint", Color) = (1,1,1,1)
		[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
		[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
		[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
		[PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {}
		[PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
	}

	SubShader
	{
		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
			"PreviewType" = "Plane"
			"CanUseSpriteAtlas" = "True"
		}

		Cull Off
		Lighting Off
		ZWrite On
		ZTest [_ZTest]
		Blend One OneMinusSrcAlpha

		Pass
		{
			CGPROGRAM
	#pragma vertex SpriteVert
	#pragma fragment SpriteFrag
	#pragma target 2.0
	#pragma multi_compile_instancing
	#pragma multi_compile _ PIXELSNAP_ON
	#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
	#include "UnitySprites.cginc"

			ENDCG
		}
	}
}
